#version 450 core

in vec3 fragPos;

uniform samplerCube uCubeMap;
uniform vec4 uSkyColor;

out vec4 color;

void main() {
    vec4 cubeMapColor = texture(uCubeMap, fragPos);
    color = cubeMapColor * cubeMapColor.w + uSkyColor * (1.0f - cubeMapColor.w);
}